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68 changes: 49 additions & 19 deletions region/brinstar/kraid/Baby Kraid Room.json
Original file line number Diff line number Diff line change
Expand Up @@ -117,7 +117,8 @@
"length": 3,
"openEnd": 1
}
}
},
"flashSuitChecked": true
},
{
"id": 35,
Expand All @@ -141,6 +142,7 @@
"obstruction": [3, 0]
}
},
"flashSuitChecked": true,
"note": [
"Leaving with upward momentum is possible in three ways:",
"1) Most easily, with a momentum-conserving morph against the ceiling through the transition,",
Expand Down Expand Up @@ -189,7 +191,8 @@
},
"minExtraRunSpeed": "$1.3"
}
}
},
"flashSuitChecked": true
},
{
"id": 4,
Expand All @@ -209,7 +212,8 @@
"openEnd": 1
}
}
}
},
"flashSuitChecked": true
},
{
"id": 5,
Expand All @@ -230,7 +234,8 @@
},
"movementType": "uncontrolled"
}
}
},
"flashSuitChecked": true
},
{
"id": 6,
Expand All @@ -246,7 +251,8 @@
"openEnd": 1
}
}
}
},
"flashSuitChecked": true
},
{
"id": 7,
Expand Down Expand Up @@ -305,6 +311,7 @@
]}
]}
],
"flashSuitChecked": true,
"resetsObstacles": ["A"],
"farmCycleDrops": [{"enemy": "Green Space Pirate (standing)", "count": 3}]
},
Expand All @@ -328,7 +335,8 @@
"farmCycleDrops": [
{"enemy": "Green Space Pirate (standing)", "count": 3},
{"enemy": "Mini-Kraid", "count": 1}
]
],
"flashSuitChecked": true
},
{
"id": 8,
Expand All @@ -345,7 +353,8 @@
"name": "Enemies Already Killed",
"requires": [
{"obstaclesCleared": ["A"]}
]
],
"flashSuitChecked": true
},
{
"id": 10,
Expand Down Expand Up @@ -399,6 +408,7 @@
]}
],
"clearsObstacles": ["A"],
"flashSuitChecked": true,
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Keeping flash suit while dodging spikes isn't crazy but could use a h_complexToCarryFlashSuit. Taking damage you think you dodged is a top way to lose flash suit.

"devNote": "Power Bombs only sometimes work on mini kraid for some reason."
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This strat can use some cleanup after

  • PBs as a weapon
  • killing pirates with bombs is much harder than carefuljump with spikes incoming
  • canDodgeWhileShooting probably isn't good enough for crossing the room damageless, but depends

},
{
Expand All @@ -413,6 +423,7 @@
}},
{"enemyDamage": {"enemy": "Mini-Kraid", "type": "spike", "hits": 1}}
],
"flashSuitChecked": true,
"note": "Quickly run through to tank the Pirate (or its laser) and one of Mini-Kraid's spikes."
},
{
Expand All @@ -424,6 +435,7 @@
{"getBlueSpeed": {"usedTiles": 29, "openEnd": 2}}
],
"clearsObstacles": ["A"],
"flashSuitChecked": true,
"note": [
"Shoot the pirates to prevent their lasers, then jump over them to get to the runway.",
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unrelated, but I'd up this to canDodgeWhileShooting. That's what I've been calling shooting pirates to stop them from firing back. And this is too hard for medium

"Mini-Kraid spikes will block the runway fairly quickly; a shortcharge can allow for more run space but isn't required."
Expand All @@ -442,7 +454,8 @@
"hits": 1
}}
],
"clearsObstacles": ["A"]
"clearsObstacles": ["A"],
"flashSuitChecked": true
},
{
"id": 14,
Expand All @@ -452,6 +465,7 @@
"canCarefulJump",
{"enemyDamage": {"enemy": "Mini-Kraid", "type": "spike", "hits": 1}}
],
"flashSuitChecked": true,
"note": "Shoot the pirates to prevent their lasers, then jump over them. Tank one Mini-Kraid spike."
},
{
Expand All @@ -460,7 +474,8 @@
"name": "Space Jump",
"requires": [
"SpaceJump"
]
],
"flashSuitChecked": true
},
{
"id": 16,
Expand Down Expand Up @@ -488,6 +503,7 @@
"requires": [
{"obstaclesCleared": ["A"]}
],
"flashSuitChecked": true,
"devNote": "Power Bombs only sometimes work on mini kraid for some reason."
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Odd this note is here

},
{
Expand Down Expand Up @@ -520,7 +536,8 @@
]}
]}
],
"clearsObstacles": ["A"]
"clearsObstacles": ["A"],
"flashSuitChecked": true
},
{
"id": 19,
Expand All @@ -532,6 +549,7 @@
{"enemyDamage": {"enemy": "Mini-Kraid", "type": "spike", "hits": 1}}
],
"clearsObstacles": ["A"],
"flashSuitChecked": true,
"note": "Gain i-frames by taking damage then run left to create enough space to run back to the right with speedbooster."
},
{
Expand All @@ -552,6 +570,7 @@
{"enemyDamage": {"enemy": "Mini-Kraid", "type": "spike", "hits": 1}}
]}
],
"flashSuitChecked": true,
"note": "Wait to hit one of Mini-Kraid's spikes, then run through."
},
{
Expand Down Expand Up @@ -625,7 +644,8 @@
}
},
"requires": [],
"bypassesDoorShell": true
"bypassesDoorShell": true,
"flashSuitChecked": true
},
{
"id": 24,
Expand All @@ -642,7 +662,8 @@
"blockPositions": [[3, 12]]
}
},
"bypassesDoorShell": true
"bypassesDoorShell": true,
"flashSuitChecked": true
},
{
"id": 25,
Expand All @@ -659,7 +680,8 @@
"blockPositions": [[3, 13]]
}
},
"bypassesDoorShell": true
"bypassesDoorShell": true,
"flashSuitChecked": true
},
{
"id": 40,
Expand Down Expand Up @@ -711,7 +733,8 @@
]}
],
"resetsObstacles": ["A"],
"farmCycleDrops": [{"enemy": "Mini-Kraid", "count": 1}]
"farmCycleDrops": [{"enemy": "Mini-Kraid", "count": 1}],
"flashSuitChecked": true
},
{
"id": 26,
Expand Down Expand Up @@ -739,6 +762,7 @@
{"refill": ["Energy", "Missile", "Super"]}
],
"clearsObstacles": ["A"],
"flashSuitChecked": true,
"devNote": "These two farms are combined, to allow an option of using using Supers farmed from Mini-Kraid to kill the Pirates."
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This should be converted to farmCycleDrops, or merged with the [1,1] version

},
{
Expand All @@ -751,7 +775,8 @@
"length": 4,
"openEnd": 1
}
}
},
"flashSuitChecked": true
},
{
"id": 36,
Expand All @@ -773,6 +798,7 @@
"obstruction": [4, 0]
}
},
"flashSuitChecked": true,
"devNote": [
"Max extra run speed $7.0.",
"Press against the overhang left of the ceiling spikes,",
Expand Down Expand Up @@ -811,7 +837,8 @@
},
"minExtraRunSpeed": "$1.6"
}
}
},
"flashSuitChecked": true
},
{
"id": 30,
Expand All @@ -831,7 +858,8 @@
"openEnd": 1
}
}
}
},
"flashSuitChecked": true
},
{
"id": 31,
Expand All @@ -852,7 +880,8 @@
},
"movementType": "uncontrolled"
}
}
},
"flashSuitChecked": true
},
{
"id": 32,
Expand All @@ -868,7 +897,8 @@
"openEnd": 1
}
}
}
},
"flashSuitChecked": true
},
{
"id": 33,
Expand Down
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